Classes/Levels |
legendary gunslinger 1 HPs:9/9 - AC: 16/14/12 - FRW:+3+6+5 - Per:+10 DV60, Init:+4, CMD:14 |
About Zhjotan Rak
Zhjotan Rak
male aasimar legendary gunslinger 1 TN
hgt: 6’7 wgt: 130 lbs
eyes: sky blue
hair: brown
age: 24
CLASS: legendary gunslinger
Str 10
Dex 19
Con 12
Int 10
Wis 18
Cha 12
Appearance:
Zhjotan Rak
Zhjotan is a study in contradictions - both a stereotypical big Kellid clad in furs and leather, with braided brown hair and beard, a strange glyph tattooed on his partially-shaved head, and wary blue eyes; yet he is not so heavily muscled nor battle-scarred as many of his kin, he does not shy from mages, and - strangest of all - he carries an odd firearm, like nothing anyone who hasn't been to Numeria has seen before.
Background:
For those with the eyes to see, Zhjotan's spirit glyph tattoo invokes the blessings of the Great Spirits of the Kellids, but he seems unwilling to discuss it - unusual for a Kellid with such an honor. His accent suggests he is from Numeria, but why and how he came to be here is anyone's guess.
His new life as a bounty hunter in the eastern lands eventually led him to serve Ragnhildr, which he does with the same dogged determination he attacks all other tasks with.
Religion:
Pharasma, animism, Gorum
Languages:
Common (Taldane)
Hallit
Ancestry changes:
Scion of Humanity
Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Variant Abilities and Physical Features
Dropped greater spell-like ability for +2 to DEX
SENSES Perception +8, darkvision 60'
DEFENSE
AC 16 Touch 14 FF 12 (Dex +4, lamellar cuirass +2)
CMD 14
HP: 9 (1d8+1 Con +0 fc)
SAVES
Fort: +3
Ref: +6
Will: +5
OFFENSE
Init: +4
Speed: 30'
BAB: +0 CMB: +0
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Melee (+4)
dagger +4 (1d4, 19-20) PS finessable (EITR)
Ranged (+4)
dagger +4 (1d4, 19-20) PS 10'
battered rifle +4 (1d10+4, x4) BP 80' misfire 0, capacity 1, reload move (adv.firearm)
Note of any conditional modifiers:
* EITR Weapon focus: +1 att w firearms
TWF -2/-2 (lvl.2)
EITR PA -1 att (+2 dmg)
EITR Combat Expertise -1 att (penalty removed by Threatening Defender trait), +1 AC
EITR Deadly Aim -1 att (+2 dmg)
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Traits:
Auspicious Tattoo (race)
Larger than life (combat)
Feats:
Gunsmithing
Precise shot
Skills: 8 (lgun 6 +2 bg/lvl, ACP -0 (lamellar cuirass))
Acrobatics +8
Craft: alchemy +4
Diplomacy +3
Intimidate +5 (+4 vs anything smaller than L when wielding firearm)
K: local +4
Perception +10
Perform: song +1
Prof: bounty hunter +8
Ride +4
Sense motive +4
Stealth +8
Survival +8
Worn equipment:
Worn:
Outfit, Explorer’s ---
lamellar cuirass 8 lbs +2+4-0,15%,light
dagger 1 lb 1d4,19-20,PS,10'
+2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body
battered rifle 12 lbs 1d10, x4, BP, 80'
cartridge x100 ---
Carried equipment:
MW backpack 4 lbs
gunsmith's kit 2 lbs
waterskin 4 lbs
bedroll 5 lbs
belt pouch